In the distant future, the world is a dangerous place where the balance of power rests between opposing forces. Resources combined with a long standing technological boom has created mega-cities and vast areas of wastelands. Warring Factions push and pull the citizens of the Community in a tug of war style battle.
Master of Wills is a competitive 2-4 player game that pits two Factions against each other. Players build their Faction card deck to manipulate and influence sectors of the Community to join their side. With each move, more Community characters are drawn into battle and most will join one Faction or the other. By expanding control over the Community, power can be acquired. Choose a side and became the Master of Wills.
Alphaguard was the first Faction to take the world by storm. They are physically gifted and mentally strong, each with a background in militaristic warfare. Their objective is to keep the Community safe but their ego can get in the way of progress.
The most balanced Faction with a propensity to kill. Strike first, strike hard.
Law Enforcers are a strong community ally of Alphaguard.
Most see corporations as evil and Razorcorp simply enhances that view. This organization touches all corners of the world and has access to technology and assets that other Factions can only dream of. They can defend and counter like no other.
The ability to recruit combined with deceptive counter measures makes them a powerful force.
Red Sky, Dueces Wild
Corporations are under a strong-armed influence of the Razorcorp. Money is no object.
Dawnlight is a powerful group who view themselves as spiritual heroes. They try to achieve angelic states through technology which present unique powers. They protect and influence community chracters with a mystical presence.
The ability to control areas of the battlefield and control the opponent is unmatched.
St. Vicious, Elaheem
Religious Communities have followed the growth of Dawnlight for years and follow their lead.
In an ongoing war, the element of surprise can often lead to victory. Shadowcell is an entire Faction focused on staying in the darkness until the moment to attack arrives. There ability to keep other Factions guessing makes them a hard target.
Decption is the key to their power. Hidden Round Effects are more than twice that of any other Faction.
Chained, Phantom Moon
Shadowcell operates in the darkness which makes their unspoken alliance with the Underground so obvious.
Bloodcrown was formed by those who deemed themselves part of the divine aristocracy. These titans use their wealth and power to control other Factions and the so-called Government. They are strong willed and can be a royal pain in the arse. The world is a game to them in which only they can win.
Convert Community characters into active participants in the battle. They may attack, manipulate and influence other characters on the board.
The Government are simply the puppets to their Bloodcrown masters.
In the shadows of an overcrowded megacity lies the Greyland. The sparse population living in this inhospitable environment have formed a Faction of exiles and outcasts who have been infected with natural powers unseen for millennium. The fiercest thrive here and feast on those who seek power.
Edgehunter works around the edges of the battlefield creating new zones of action and using elemental powers to overwhelm the opponents.
Edgehunter are outcasts so they have a natural connection with the Activist Community.
Over the years, advanced robotics combined with a maturing of artificial intelligence has turned machines into true sentient beings... and they are no longer happy with their place in this world. Cloudecho has a decision to make, live with us or destroy us all.
Exceptional abilities to alter or change card values combined with combo powers within the Serenity or Animus divisions within.
Professor Antares, Replicantis
Cloudecho knows of the abuse given to Entertainers. They take care of both humans and robots in this Community.
The vast seas and waterways have spawned a prideful society who have taken a Norse-like approach to life. Their influence spans all Community sectors because of their footprint on the map. This has given them a belief that they can win this war through cunning and skill.
Waterborne has the unique ability to control different aspects of all opposing Factions. They also have the uncanny skill of altering card movements.
The Union has a working relationship across all ports with the Waterborne Faction.
The Community is the biggest asset in the world of MoW. The Factions battle over these assets for complete control of the realm. To increase their ranks, they require the skills of all types of characters in the world from those who can be used to pass information to others who have the skills in battle. There are 8 unique sectors of the Community that Factions can influence and manipulate in order to become the Master of Wills.
Over the years, the Factions were formed when members of the Community rallied together with focused determination to push their agenda on the world. Each Faction has a unique skill and style. They can specialize in attacking, defending, manipulating, influencing, deceiving, controlling, or countering. There are 8 Factions, each with a direct influence on a specific Community and there are 4 levels of Faction cards including Action, Epic, Legendary, and Neutral.